
float3 vecLightDir = normalize(float3(1.0f, 1.0f, 1.0f));


// transformations provided by the app as input:
float4x4 matWorldViewProj: WORLDVIEWPROJECTION;
float4x4 matWorld  : WORLD;

// the format of our vertex data
struct VS_OUTPUT
{
    float4 Pos : POSITION;
    float3 Light : TEXCOORD0;
    float3 Norm : TEXCOORD1;
};

// Vertex Shader - carry out transformations
VS_OUTPUT main(float4 Pos : POSITION, float3 Normal : NORMAL)
{
    VS_OUTPUT Out = (VS_OUTPUT)0; 
    Out.Pos = mul(Pos, matWorldViewProj); // transform Position
    Out.Light = float3(1.0f, 1.0f, 1.0f);//normalize(vecLightDir); // output light vector
    Out.Norm = -normalize(mul(Normal, matWorld)); // transform Normal and normalize it 
    return Out;
}

